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General Tabletop Discussion
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D&D's Evolution: Rulings, Rules, and "System Matters"
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<blockquote data-quote="clearstream" data-source="post: 8396380" data-attributes="member: 71699"><p>Rules arise from both, right? The rules of D&D define a world different from our own, and in some cases they</p><p></p><p>While as you say, rules can also model facets of our real world. There aren't myconids in our world, so rules for them direct our emergent narrative toward a difference. There is chainmail armour in our world, so rules for that help us consistently represent it in our narrative.</p><p></p><p>Even if a DM resolves to never open a rule book, the moment she decides that Bob's character can't run at the speed of light, she has made a rule. And if she decides in her Friday-night session that Bob's character can lift 200 pounds, and then in her Sunday session reapplies that same decision, then she has made and is following a rule.</p><p></p><p>As a DM I might have the hubris to believe that my rules crafting is superior than that by experienced game designers, superior to rules that over the arc of D&D have gone through a dozen iterations and thousands of hours of playtesting, or I might just not have a high bar for rules. An interesting thing about [USER=6801228]@Chaosmancer[/USER]'s comment is that it points to a reason to have rules even if we don't care about the technical benefits of well-designed rules. That they might also inspire us!</p></blockquote><p></p>
[QUOTE="clearstream, post: 8396380, member: 71699"] Rules arise from both, right? The rules of D&D define a world different from our own, and in some cases they While as you say, rules can also model facets of our real world. There aren't myconids in our world, so rules for them direct our emergent narrative toward a difference. There is chainmail armour in our world, so rules for that help us consistently represent it in our narrative. Even if a DM resolves to never open a rule book, the moment she decides that Bob's character can't run at the speed of light, she has made a rule. And if she decides in her Friday-night session that Bob's character can lift 200 pounds, and then in her Sunday session reapplies that same decision, then she has made and is following a rule. As a DM I might have the hubris to believe that my rules crafting is superior than that by experienced game designers, superior to rules that over the arc of D&D have gone through a dozen iterations and thousands of hours of playtesting, or I might just not have a high bar for rules. An interesting thing about [USER=6801228]@Chaosmancer[/USER]'s comment is that it points to a reason to have rules even if we don't care about the technical benefits of well-designed rules. That they might also inspire us! [/QUOTE]
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D&D's Evolution: Rulings, Rules, and "System Matters"
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